Wassim SAMAD 22af31dea8
editor: snapping overhaul — shared-wall rooms, deterministic slab elevation, cursor-true transfers (#458)
* fix(snapping): show alignment lines in all modes, snap only in lines; north export; R/T hint; grid default

- Alignment guides display in every snapping mode (grid/lines/angles/off);
  magnetic pull applies only in 'lines'. New isAlignmentGuideActive() predicate
  decouples guide display from the snap delta across all placement/move/draw
  producers (item, wall, fence, slab/ceiling/roof, column/shelf/spawn, door/
  window, MEP, 2D floorplan drafting, surface snap).
- Floorplan PDF export now rotates to north-up (FLOORPLAN_VIEW_ROTATION_DEG -
  building rotation), matching the on-screen aligned-to-north view.
- Item placement rotate hint collapsed to a single 'R / T  Rotate' row.
- Default item snapping mode changed lines -> grid.

* feat(walls): detect rooms across shared walls + tight connect-snap in all modes

Room detection: planarize the wall graph before face-finding — split straight
walls at T-junctions where another wall ends mid-span, so a room closed against
the middle of an existing wall is detected, not just isolated 4-wall rooms.

Auto-close: wire the wall builder's "Room (auto-close)" to the same room graph
via wallClosesRoom(), so drafting stops when a segment seals a room against the
existing structure — not only when the chain returns to its own start.

Connectivity snap: add a tight wall-connect snap (WALL_CONNECT_SNAP_RADIUS 0.05)
that also runs in grid/off/angles — within range of a wall (body or corner,
uniform radius) the endpoint sticks onto it and the beacon shows, so rooms close
in every mode. Lines keeps its wider magnetic radii. Gate alignment guides in
non-magnetic modes to the same connect distance so a corner dot no longer
magnetises the cursor from far.

Tests: cover T-junction detection + wallClosesRoom; update the item-default and
wall-split tests for the mode-driven behaviour.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* feat(surfaces): gate alignment guides to connect distance in non-magnetic modes

Port the wall drafting/endpoint gating to the shared slab/ceiling/roof snap
(resolveSurfacePlanPointSnap): in grid/off/angles, only anchors within the
connect distance are fed to the alignment resolver, so guides form to nearby
points and far corner dots stop lighting up from across the plan. Filtering the
candidates (local-frame, like the cursor) rather than the resolved guides avoids
the floor-plan view rotation baked into the guide coords. Lines mode keeps the
full-range guides; the surface wall connect-snap is unaffected.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* fix(slabs): deterministic wall-slab overlap via clipped overlap length

Wall elevation used ray-cast point samples that landed exactly on the
slab boundary for perpendicular walls, so whether a butting wall
followed the slab's elevation depended on which side of the slab it
touched. Clip the wall centerline and face lines against the polygon
and require >=5cm of on/inside length instead: walls along the slab
edge follow it on every side, point contact never does.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(grid): lift lattice 1mm off slab tops; wall-align on wall-item move start

The horizontal snap lattice sat exactly at the followed surface Y, so it
z-fought elevated slab tops while moving items. The visual mesh now rides
1mm above; the grid event plane keeps the true height.

Moving a wall-hosted item showed a horizontal grid until the first
pointer move published a wall surface — the mesh fallback assumed UP.
Derive the host wall normal from the item mesh's world orientation
(local +Z faces out of the wall) so the lattice is wall-aligned from
the first frame.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(editor): unify selection shortcuts + truthful select-mode hints

Shift+click now toggles selection membership in 3D like Cmd/Ctrl (and
appends on box-select release), matching the 2D floorplan. The HUD rows
describe what actually works in both views: move is plain left-drag (the
grip/dot), the two vague selection rows collapse into one Cmd/Shift
or-group, and the modifier-held variants (freely / with guides / bypass
snaps) are gone — guides follow the snapping mode now. Key pills join
with + for combos and / for alternatives; Shift renders as the shift
icon.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): group gizmos — reliable rotate grabs, mutual hide, snapping-mode integration

The group-rotate gizmo never received pointer events through the shared
invisible hit-area path (EDITOR_LAYER + custom raycast) in its portalled
context; its handlers now live on the visible arrow plus a plain
default-layer invisible torus, so hover and drag work with a fat target.

Group drags begin a handle-drag scope: each gizmo hides while its
sibling drags (the frozen corner goes stale), idle hints leave the HUD,
and the drag gets contextual hints — Shift free-rotation for rotate, the
snapping chips for move.

Group move joins the snapping-mode system via the 'item' context: Shift
cycles the mode, Ctrl the grid step (both read live mid-drag), and
'lines' runs the same Figma-style alignment as single-node moves against
the group's bbox anchors. Chip clicks now tick like the keyboard cycles.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): group-move ticks in every snapping mode

Mirror the single-node move's sfx: emit per delta change rather than
only on grid crossings, so lines/off get the same rate-limited texture.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(items): keep host transfers glued to the cursor

Moving between hosts used to diverge from the pointer and mangle state:

- Grab offsets: every surface anchor (wall / ceiling / shelf / item
  surface / floor) preserved the grab offset by re-seeding from the
  item's carried-over position on each new host, landing it far from
  the cursor. The grab offset now survives only on the original host
  and only until the item anchors anywhere else — after that every
  host (the original included) centers the item under the cursor.
  Applied uniformly to the placement coordinator and the window/door
  move tools.

- Rotation: detaching from a rotated shelf/table back to the floor kept
  the HOST-local yaw as the level yaw, visibly spinning the item. The
  detach now re-expresses the item's world yaw in the level frame.

- Elevation: the same detach wrote the level parentId to the store but
  not the draft ref, so the floor-elevation resolver bailed on its
  parent-must-be-a-level guard — the snap grid and the item stopped
  following slab elevations for the rest of the drag.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(items): latch grab-offset forgetting across every host kind

Review follow-up (PR #458): unify the per-surface grab-forget rule into
one grabForgotten latch. A wall/ceiling item could not actually reach a
shelf or the floor (item-surface enter rejects attachTo assets), but a
wall item CAN anchor on a roof face — and returning to its original
wall then restored the stale grab offset. Roof-wall transitions (and
floor landings after a host visit) now trip the latch in the
coordinator and the window/door move tools alike.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-02 16:18:37 -04:00

770 lines
27 KiB
TypeScript

import {
type AnyNodeId,
emitter,
type GridEvent,
isCurvedWall,
type RoofEvent,
type RoofNode,
sceneRegistry,
spatialGridManager,
useScene,
type WallEvent,
type WallNode,
WindowNode,
} from '@pascal-app/core'
import {
calculateCursorRotation,
calculateItemRotation,
EDITOR_LAYER,
getSideFromNormal,
isMagneticSnapActive,
isValidWallSideFace,
snapToHalf,
triggerSFX,
useAlignmentGuides,
useEditor,
useFacingPose,
} from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useEffect, useMemo, useRef, useState } from 'react'
import { BoxGeometry, EdgesGeometry, type Group, type LineSegments, Vector3 } from 'three'
import { LineBasicNodeMaterial } from 'three/webgpu'
import {
clearOpeningGuides3D,
publishOpeningGuidesForWallEvent,
resolveSillSnap,
} from '../shared/opening-guides-runtime'
import {
getRoofWallOpeningCursorPose,
type RoofWallOpeningTarget,
resolveRoofWallOpeningTarget,
worldToSelectedBuildingLocal,
} from '../shared/roof-wall-opening-placement'
import {
collectWallOpeningAlignmentCandidates,
resolveWallSlideAlignment,
} from '../shared/wall-opening-alignment'
import { WindowFloorProjection } from './floor-projection'
import WindowPreview from './preview'
import {
clampToWall,
DEFAULT_WINDOW_SILL_M,
hasWallChildOverlap,
wallLocalToWorld,
} from './window-math'
// Shared edge material — reuse across renders, just toggle color
const edgeMaterial = new LineBasicNodeMaterial({
color: 0xef_44_44, // red-500 default (invalid)
linewidth: 3,
depthTest: false,
depthWrite: false,
})
const FALLBACK_WIDTH = 1.5
const FALLBACK_HEIGHT = 1.5
// Off-wall ghost lift = the default sill, so the floating preview matches the
// sill the floor-cursor placement commits at.
const FALLBACK_SILL_LIFT = DEFAULT_WINDOW_SILL_M
// Default sill centre for a window snapped from the floor (the floor cursor
// carries no wall-face height): the default sill + half the default height.
const DEFAULT_SILL_CENTER_Y = DEFAULT_WINDOW_SILL_M + FALLBACK_HEIGHT / 2
const roofFallbackPoint = new Vector3()
// What currently owns the cursor frame: a wall/roof mesh hover, or null when
// the cursor is over open floor (the grid handler then free-follows).
type HostKind = 'wall' | 'roof' | null
/**
* Window tool — places WindowNodes on walls and on roof-segment wall
* faces (the generated base walls under a roof, including coplanar gable
* ends — a window can sit in the gable pediment).
*
* The ghost follows the cursor everywhere (like moving an item): over open
* floor it floats as an invalid (unplaceable) ghost; the moment the cursor ray
* hovers a wall (or roof-segment face) the real draft snaps onto it. Snapping
* engages only on an actual mesh hover — no proximity magnet.
*/
const WindowTool: React.FC = () => {
const draftRef = useRef<WindowNode | null>(null)
const cursorGroupRef = useRef<Group>(null!)
const edgesRef = useRef<LineSegments>(null!)
// Off-host floating ghost: the real window geometry follows the cursor
// over the grid (tinted invalid). Mutually exclusive with the on-host draft.
// `floorY` feeds the floor "shadow" projection; `side` carries the R-flip so
// the floating ghost faces the side that will be committed.
const [fallbackPose, setFallbackPose] = useState<{
position: [number, number, number]
rotationY: number
floorY: number
side: WindowNode['side']
} | null>(null)
// Ghost preview node — zeroed transform + the live facing side (rebuilds on R).
const ghostStub = useMemo(
() =>
WindowNode.parse({
position: [0, 0, 0],
rotation: [0, 0, 0],
side: fallbackPose?.side ?? 'front',
}),
[fallbackPose?.side],
)
// The frame depth is a fixed parse default (the `side` flip doesn't change
// it); a ref lets the facing-pose publish inside the setup effect read it
// without re-subscribing every event listener.
const frameDepthRef = useRef(ghostStub.frameDepth)
useEffect(() => {
useScene.temporal.getState().pause()
let hostKind: HostKind = null
// timeStamp of the most recent wall/roof mesh event. A wall/roof hover and
// the grid raycast from the SAME pointermove share the source DOM event's
// timeStamp, so the grid handler can detect "a mesh handler already owns
// this frame" without depending on event order or on a leave firing (node
// events are suppressed during a camera drag, so a sticky boolean would
// strand the draft after an orbit; a per-frame timestamp self-heals).
let lastMeshEventTime = -1
// R flips the window's facing side mid-placement (front ↔ back); re-applied
// to the last wall hover so the flip shows live before commit.
let sideFlip = false
let lastWallEvent: WallEvent | null = null
// Last open-floor cursor point (level-local X/Z) + floor Y, so an R-flip
// while free-following can re-render the floating ghost with the new facing.
let lastFloorPoint: { pos: [number, number, number]; floorY: number } | null = null
const getLevelId = () => useViewer.getState().selection.levelId
const getLevelYOffset = () => {
const id = getLevelId()
return id ? (sceneRegistry.nodes.get(id as AnyNodeId)?.position.y ?? 0) : 0
}
const getSlabElevationForWall = (wall: WallNode) =>
spatialGridManager.getSlabElevationForWall(wall.parentId ?? '', wall.start, wall.end)
const markHostDirty = (hostId: string) => {
useScene.getState().dirtyNodes.add(hostId as AnyNodeId)
}
const destroyDraft = () => {
if (!draftRef.current) return
const wallId = draftRef.current.parentId
useScene.getState().deleteNode(draftRef.current.id)
draftRef.current = null
// Rebuild wall so it removes the cutout from the deleted draft
if (wallId) markHostDirty(wallId)
}
const hideCursor = () => {
if (cursorGroupRef.current) cursorGroupRef.current.visible = false
useAlignmentGuides.getState().clear()
clearOpeningGuides3D()
setFallbackPose(null)
useFacingPose.getState().clear()
}
// Alignment candidates — anchors of every alignable object; refreshed
// after each placement. A window aligns by the plan position of its centre
// (along-wall only; the floor-plane guides don't cover sill height).
let alignmentCandidates = collectWallOpeningAlignmentCandidates(useScene.getState().nodes, '')
// On-host cursor: the green/red wireframe outline tracks a live draft.
// Showing it always clears the off-host floating ghost (they never
// coexist — a draft means the cursor is on a valid host).
const updateCursor = (
worldPosition: [number, number, number],
cursorRotationY: number,
valid: boolean,
indicatorYOffset: number,
) => {
setFallbackPose(null)
const group = cursorGroupRef.current
if (!group) return
group.visible = true
group.position.set(...worldPosition)
group.rotation.y = cursorRotationY
edgeMaterial.color.setHex(valid ? 0x22_c5_5e : 0xef_44_44)
// Forward-facing triangle (editor-side overlay). The cursor group is
// already yawed so +Z faces out of the wall, so the window's front is +Z.
// The indicator rides at the sill (`indicatorYOffset`).
useFacingPose.getState().set({
position: [worldPosition[0], worldPosition[1] + indicatorYOffset, worldPosition[2]],
rotationY: cursorRotationY,
depth: frameDepthRef.current,
})
}
// Off-host fallback: hide the wireframe outline and float the real window
// geometry (tinted invalid) at the cursor so the armed tool is visible.
const showGhostAt = (position: [number, number, number], floorY: number) => {
if (cursorGroupRef.current) cursorGroupRef.current.visible = false
lastFloorPoint = { pos: position, floorY }
// `sideFlip` (R) flips the facing — back is a π yaw on the floating ghost.
setFallbackPose({
position,
rotationY: sideFlip ? Math.PI : 0,
floorY,
side: sideFlip ? 'back' : 'front',
})
useAlignmentGuides.getState().clear()
clearOpeningGuides3D()
// Off-host (invalid) floating ghost — no direction triangle.
useFacingPose.getState().clear()
}
const showRoofFallbackCursor = (event: RoofEvent) => {
const [x, , z] = worldToSelectedBuildingLocal(roofFallbackPoint.set(...event.position))
showGhostAt(
[x, getLevelYOffset() + FALLBACK_HEIGHT / 2 + FALLBACK_SILL_LIFT, z],
getLevelYOffset(),
)
}
const showWallFallbackCursor = (event: WallEvent) => {
const [x, , z] = worldToSelectedBuildingLocal(roofFallbackPoint.set(...event.position))
showGhostAt(
[x, getLevelYOffset() + FALLBACK_HEIGHT / 2 + FALLBACK_SILL_LIFT, z],
getLevelYOffset(),
)
}
// Sill alignment (snap + guide): a sibling sill/centre/top wins over the
// grid when within threshold — it's the magnetic ("lines") component for the
// vertical axis, so it runs only when magnetic snap is on; otherwise the
// grid `snapToHalf` (itself mode-aware) decides Y. `movingId` is the draft's
// id once it exists (so it's excluded from the sibling scan), or '' before
// the draft is created (nothing to exclude yet).
const resolvePlacementY = (args: {
wall: WallNode
movingId: string
localX: number
rawLocalY: number
width: number
height: number
}): number => {
const sillY = isMagneticSnapActive()
? resolveSillSnap({
wall: args.wall,
movingId: args.movingId,
localX: args.localX,
localY: args.rawLocalY,
width: args.width,
height: args.height,
nodes: useScene.getState().nodes,
})
: null
return sillY ?? snapToHalf(args.rawLocalY)
}
// Settle a wall target: alignment snap → sill clamp → overlap check.
const resolveWallPlacement = (
wall: WallNode,
rawLocalX: number,
rawLocalY: number,
width: number,
height: number,
applySnap: boolean,
ignoreId?: string,
) => {
// Along-wall alignment guides are DISPLAYED in every snapping mode; the
// magnetic pull onto them is applied only when `applySnap` (magnetic
// "lines" mode). The grid component lives in `snapToHalf` (mode-aware).
const localX = resolveWallSlideAlignment({
wallNode: wall,
rawLocalX,
width,
candidates: alignmentCandidates,
applySnap,
})
const localY = resolvePlacementY({
wall,
movingId: ignoreId ?? '',
localX,
rawLocalY,
width,
height,
})
const { clampedX, clampedY } = clampToWall(wall, localX, localY, width, height)
const valid = !hasWallChildOverlap(wall.id, clampedX, clampedY, width, height, ignoreId)
return { clampedX, clampedY, valid }
}
// Shared create/update path for the wall draft — used by the direct
// wall-mesh hover and the floor proximity snap. Reuses the existing draft
// (reparenting only on an actual wall change to avoid churning the host's
// children array, which flashes 0-vertex wall geometry in WebGPU).
const applyWallTarget = (args: {
wall: WallNode
rawLocalX: number
rawLocalY: number
side: 'front' | 'back'
itemRotation: number
cursorRotationY: number
applySnap: boolean
}) => {
const { wall, rawLocalX, rawLocalY, side, itemRotation, cursorRotationY, applySnap } = args
const width = draftRef.current?.width ?? 1.5
const height = draftRef.current?.height ?? 1.5
if (!draftRef.current) {
const node = WindowNode.parse({
position: [0, DEFAULT_SILL_CENTER_Y, 0],
rotation: [0, itemRotation, 0],
side,
wallId: wall.id,
parentId: wall.id,
metadata: { isTransient: true },
})
useScene.getState().createNode(node, wall.id as AnyNodeId)
draftRef.current = node
}
const { clampedX, clampedY, valid } = resolveWallPlacement(
wall,
rawLocalX,
rawLocalY,
width,
height,
applySnap,
draftRef.current.id,
)
if (wall.id === draftRef.current.parentId) {
useScene.getState().updateNode(draftRef.current.id, {
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
})
markHostDirty(wall.id)
} else {
useScene.getState().updateNode(draftRef.current.id, {
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
parentId: wall.id,
wallId: wall.id,
// The draft may arrive from a roof-segment face hover.
roofSegmentId: undefined,
roofFace: undefined,
})
}
updateCursor(
wallLocalToWorld(
wall,
clampedX,
clampedY,
getLevelYOffset(),
getSlabElevationForWall(wall),
),
cursorRotationY,
valid,
-clampedY,
)
if (draftRef.current) {
publishOpeningGuidesForWallEvent({
wall,
movingId: draftRef.current.id,
centerS: clampedX,
centerY: clampedY,
width,
height,
includeVertical: true,
levelYOffset: getLevelYOffset(),
slabElevation: getSlabElevationForWall(wall),
})
}
return { clampedX, clampedY, valid }
}
// Promote the draft into a permanent window. Shared by the wall-mesh click
// and the floor proximity click.
const commitWindowAtWall = (
wall: WallNode,
clampedX: number,
clampedY: number,
side: 'front' | 'back',
itemRotation: number,
) => {
const draft = draftRef.current
if (!draft) return
draftRef.current = null
hostKind = null
useScene.getState().deleteNode(draft.id)
useScene.temporal.getState().resume()
const levelId = getLevelId()
const state = useScene.getState()
const windowCount = Object.values(state.nodes).filter((n) => {
if (n.type !== 'window') return false
const w = n.parentId ? state.nodes[n.parentId as AnyNodeId] : undefined
return w?.parentId === levelId
}).length
const node = WindowNode.parse({
name: `Window ${windowCount + 1}`,
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
wallId: wall.id,
parentId: wall.id,
width: draft.width,
height: draft.height,
windowType: draft.windowType,
operationState: draft.operationState,
awningDirection: draft.awningDirection,
casementStyle: draft.casementStyle,
hingesSide: draft.hingesSide,
frameThickness: draft.frameThickness,
frameDepth: draft.frameDepth,
columnRatios: draft.columnRatios,
rowRatios: draft.rowRatios,
columnDividerThickness: draft.columnDividerThickness,
rowDividerThickness: draft.rowDividerThickness,
sill: draft.sill,
sillDepth: draft.sillDepth,
sillThickness: draft.sillThickness,
})
useScene.getState().createNode(node, wall.id as AnyNodeId)
useViewer.getState().setSelection({ selectedIds: [node.id] })
triggerSFX('sfx:structure-build')
useAlignmentGuides.getState().clear()
clearOpeningGuides3D()
if (useEditor.getState().getContinuation('point') === 'repeat') {
useScene.temporal.getState().pause()
alignmentCandidates = collectWallOpeningAlignmentCandidates(useScene.getState().nodes, '')
} else {
hideCursor()
useEditor.getState().setTool(null)
}
}
// ── Direct wall-mesh hover ──────────────────────────────────────
const onWallHover = (event: WallEvent) => {
hostKind = 'wall'
lastMeshEventTime = event.nativeEvent?.timeStamp ?? -1
if (
!isValidWallSideFace(event.normal) ||
isCurvedWall(event.node) ||
event.node.parentId !== getLevelId()
) {
destroyDraft()
showWallFallbackCursor(event)
return
}
lastWallEvent = event
const faceSide = getSideFromNormal(event.normal)
const side = sideFlip ? (faceSide === 'front' ? 'back' : 'front') : faceSide
const flipOffset = sideFlip ? Math.PI : 0
const itemRotation = calculateItemRotation(event.normal) + flipOffset
const cursorRotation =
calculateCursorRotation(event.normal, event.node.start, event.node.end) + flipOffset
applyWallTarget({
wall: event.node,
rawLocalX: event.localPosition[0],
rawLocalY: event.localPosition[1],
side,
itemRotation,
cursorRotationY: cursorRotation,
applySnap: isMagneticSnapActive(),
})
event.stopPropagation()
}
const onWallClick = (event: WallEvent) => {
if (!draftRef.current) return
if (
!isValidWallSideFace(event.normal) ||
isCurvedWall(event.node) ||
event.node.parentId !== getLevelId()
) {
return
}
const faceSide = getSideFromNormal(event.normal)
const side = sideFlip ? (faceSide === 'front' ? 'back' : 'front') : faceSide
const itemRotation = calculateItemRotation(event.normal) + (sideFlip ? Math.PI : 0)
const { clampedX, clampedY, valid } = resolveWallPlacement(
event.node,
event.localPosition[0],
event.localPosition[1],
draftRef.current.width,
draftRef.current.height,
isMagneticSnapActive(),
draftRef.current.id,
)
// Alt force-places over a collision (the draft stays red as a warning).
if (!valid && event.nativeEvent?.altKey !== true) return
commitWindowAtWall(event.node, clampedX, clampedY, side, itemRotation)
event.stopPropagation()
}
const onWallLeave = () => {
if (hostKind !== 'wall') return
lastWallEvent = null
destroyDraft()
hideCursor()
hostKind = null
}
// ── Floor free-follow ───────────────────────────────────────────
// Over open floor the ghost follows the cursor like a moving item. It does
// NOT snap from proximity — snapping engages only when the cursor ray
// actually hovers a wall (onWallHover) or roof face (onRoofHover).
const onGridFreeFollow = (event: GridEvent) => {
if (useViewer.getState().cameraDragging) return
// A wall/roof mesh handler processed this pointermove (shared DOM
// timeStamp) — it owns the frame and has snapped the draft, so skip the
// floor follow this tick.
const ts = event.nativeEvent?.timeStamp ?? -1
if (ts === lastMeshEventTime) return
// Fresh floor-only frame: the cursor is off any wall/roof. Drop any draft
// and free-follow the cursor with the invalid (unplaceable) ghost.
hostKind = null
lastWallEvent = null
const [x, y, z] = event.localPosition
destroyDraft()
showGhostAt([x, y + FALLBACK_HEIGHT / 2 + FALLBACK_SILL_LIFT, z], y)
}
// ── Roof-segment wall faces ─────────────────────────────────────
// The merged roof mesh emits `roof:*`; hits are resolved against the
// segments' vertical wall faces (base walls + coplanar gable ends),
// so a window can sit anywhere inside the face profile — including
// the gable pediment triangle.
const resolveRoofTarget = (event: RoofEvent) =>
resolveRoofWallOpeningTarget({
event,
width: draftRef.current?.width ?? 1.5,
height: draftRef.current?.height ?? 1.5,
ignoreId: draftRef.current?.id,
vertical: {
kind: 'free',
// `snapToHalf` is mode-aware (raw cursor when grid snap is off).
snap: snapToHalf,
},
})
const updateRoofCursor = (target: RoofWallOpeningTarget, roof: RoofNode) => {
const pose = getRoofWallOpeningCursorPose(target, roof)
if (pose) updateCursor(pose.position, pose.rotationY, target.valid, -target.position[1])
}
const onRoofHover = (event: RoofEvent) => {
hostKind = 'roof'
lastMeshEventTime = event.nativeEvent?.timeStamp ?? -1
const target = resolveRoofTarget(event)
if (!target) {
// On the roof but not over a placeable wall face (slope, soffit,
// or a face the window cannot fit on).
destroyDraft()
showRoofFallbackCursor(event)
return
}
const { segment, face, position } = target
if (draftRef.current && draftRef.current.parentId !== segment.id) destroyDraft()
if (draftRef.current) {
useScene.getState().updateNode(draftRef.current.id, {
position,
rotation: [0, 0, 0],
roofFace: face.id,
})
} else {
const node = WindowNode.parse({
position,
rotation: [0, 0, 0],
side: 'front',
roofSegmentId: segment.id,
roofFace: face.id,
parentId: segment.id,
metadata: { isTransient: true },
})
useScene.getState().createNode(node, segment.id as AnyNodeId)
draftRef.current = node
}
// Opening guides are wall-specific; clear them while over a roof face.
clearOpeningGuides3D()
updateRoofCursor(target, event.node as RoofNode)
event.stopPropagation()
}
const onRoofClick = (event: RoofEvent) => {
if (!draftRef.current?.roofSegmentId) return
const target = resolveRoofTarget(event)
// Alt force-places over a colliding roof-face target (see onWallClick).
if (!target) return
if (!target.valid && event.nativeEvent?.altKey !== true) return
const { segment, face, position } = target
const draft = draftRef.current
draftRef.current = null
hostKind = null
useScene.getState().deleteNode(draft.id)
useScene.temporal.getState().resume()
const state = useScene.getState()
const windowCount = Object.values(state.nodes).filter(
(n) => n.type === 'window' && (n as WindowNode).roofSegmentId !== undefined,
).length
const node = WindowNode.parse({
name: `Window ${windowCount + 1}`,
position,
rotation: [0, 0, 0],
side: 'front',
roofSegmentId: segment.id,
roofFace: face.id,
parentId: segment.id,
width: draft.width,
height: draft.height,
windowType: draft.windowType,
operationState: draft.operationState,
awningDirection: draft.awningDirection,
casementStyle: draft.casementStyle,
hingesSide: draft.hingesSide,
frameThickness: draft.frameThickness,
frameDepth: draft.frameDepth,
columnRatios: draft.columnRatios,
rowRatios: draft.rowRatios,
columnDividerThickness: draft.columnDividerThickness,
rowDividerThickness: draft.rowDividerThickness,
sill: draft.sill,
sillDepth: draft.sillDepth,
sillThickness: draft.sillThickness,
})
useScene.getState().createNode(node, segment.id as AnyNodeId)
// Rebuild the segment (and the merged roof) so the wall brush
// picks up the new opening cut.
useScene.getState().dirtyNodes.add(segment.id as AnyNodeId)
useViewer.getState().setSelection({ selectedIds: [node.id] })
triggerSFX('sfx:structure-build')
if (useEditor.getState().getContinuation('point') === 'repeat') {
useScene.temporal.getState().pause()
} else {
hideCursor()
useEditor.getState().setTool(null)
}
event.stopPropagation()
}
const onRoofLeave = () => {
if (hostKind !== 'roof') return
destroyDraft()
hideCursor()
hostKind = null
}
const onCancel = () => {
destroyDraft()
hideCursor()
hostKind = null
}
// R flips the window's facing side mid-placement (front ↔ back). ALWAYS
// toggles the persistent flip intent — never a no-op (the old `!lastWallEvent`
// guard dropped R off-wall / before the first hover). Then re-renders the
// current preview so the flip shows live and matches commit.
const onKeyDown = (e: KeyboardEvent) => {
if (e.key !== 'r' && e.key !== 'R') return
if (e.repeat) return
const t = e.target as HTMLElement | null
if (t && (t.tagName === 'INPUT' || t.tagName === 'TEXTAREA' || t.isContentEditable)) return
e.preventDefault()
sideFlip = !sideFlip
triggerSFX('sfx:item-rotate')
if (lastWallEvent) {
onWallHover(lastWallEvent)
} else if (lastFloorPoint) {
showGhostAt(lastFloorPoint.pos, lastFloorPoint.floorY)
}
// else: no preview yet — `sideFlip` is set, so the first hover/follow uses it.
}
emitter.on('wall:enter', onWallHover)
emitter.on('wall:move', onWallHover)
emitter.on('wall:click', onWallClick)
emitter.on('wall:leave', onWallLeave)
emitter.on('roof:enter', onRoofHover)
emitter.on('roof:move', onRoofHover)
emitter.on('roof:click', onRoofClick)
emitter.on('roof:leave', onRoofLeave)
emitter.on('grid:move', onGridFreeFollow)
emitter.on('tool:cancel', onCancel)
window.addEventListener('keydown', onKeyDown)
return () => {
destroyDraft()
hideCursor()
useAlignmentGuides.getState().clear()
clearOpeningGuides3D()
useScene.temporal.getState().resume()
emitter.off('wall:enter', onWallHover)
emitter.off('wall:move', onWallHover)
emitter.off('wall:click', onWallClick)
emitter.off('wall:leave', onWallLeave)
emitter.off('roof:enter', onRoofHover)
emitter.off('roof:move', onRoofHover)
emitter.off('roof:click', onRoofClick)
emitter.off('roof:leave', onRoofLeave)
emitter.off('grid:move', onGridFreeFollow)
emitter.off('tool:cancel', onCancel)
window.removeEventListener('keydown', onKeyDown)
}
}, [])
// Cursor geometry: window outline rectangle. Static dims, so build it once and
// dispose on unmount rather than reallocating (and orphaning) an EdgesGeometry
// on every re-render during placement.
const edgesGeo = useMemo(() => {
const boxGeo = new BoxGeometry(FALLBACK_WIDTH, FALLBACK_HEIGHT, 0.07)
const geo = new EdgesGeometry(boxGeo)
boxGeo.dispose()
return geo
}, [])
useEffect(() => () => edgesGeo.dispose(), [edgesGeo])
return (
<>
<group ref={cursorGroupRef} visible={false}>
<lineSegments
geometry={edgesGeo}
layers={EDITOR_LAYER}
material={edgeMaterial}
ref={edgesRef}
/>
</group>
{fallbackPose && (
<group position={fallbackPose.position} rotation-y={fallbackPose.rotationY}>
<WindowPreview invalid node={ghostStub} />
</group>
)}
{/* Floor "shadow" projection for the off-host ghost (drop-line + footprint)
so the elevated window's plan position is legible while placing. */}
{fallbackPose && (
<WindowFloorProjection
centerX={fallbackPose.position[0]}
centerY={fallbackPose.position[1]}
centerZ={fallbackPose.position[2]}
floorY={fallbackPose.floorY}
rotationY={fallbackPose.rotationY}
width={FALLBACK_WIDTH}
/>
)}
</>
)
}
export default WindowTool